ERIC Number: EJ890515
Record Type: Journal
Publication Date: 2010-May
Pages: 14
Abstractor: As Provided
Reference Count: 20
ISBN: N/A
ISSN: ISSN-1175-8708
Game Literacy, Gaming Cultures and Media Education
Partington, Anthony
English Teaching: Practice and Critique, v9 n1 p73-86 May 2010
This article presents an overview of how the popular "3-Cs" model (creative, critical and cultural) for literacy and media literacy can be applied to the study of computer games in the English and Media classroom. Focusing on the development of an existing computer games course that encompasses many opportunities for critical activity and creativity, it considers how the cultural function of literacy has been neglected for those functions that are easier to measure. It considers how opportunities to explore the cultural functions of texts, especially games, might be developed and how computer games might provide a unique opportunity for students to bring their own "cultural capital" into the classroom. It examines some student work from such "cultural" activities and concludes by recommending how and why we might develop "structured play" when using "living texts" such as computer games in the classroom. (Contains 2 figures.)
Descriptors: Media Literacy, Popular Culture, Critical Thinking, Cultural Capital, Models, Courses, Course Content, Secondary School Students, Foreign Countries, Multimedia Materials, Educational Technology, English Instruction, Cultural Context, Computers, Games, Computer Software, Computer Uses in Education
Wilf Malcolm Institute for Educational Research, University of Waikato. PB 3105, Hamilton, New Zealand. Tel: +64-7-858-5171; Fax: +64-7-838-4712; e-mail: wmier@waikato.ac.nz; Web site: http://education.waikato.ac.nz/research/journal/index.php?id=1
Publication Type: Journal Articles; Reports - Descriptive
Education Level: Elementary Secondary Education; Secondary Education
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A
Identifiers: United Kingdom

Peer reviewed
